qzdoom/src/name.h

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C
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#ifndef NAME_H
#define NAME_H
#include "zstring.h"
#include "tarray.h"
enum ENamedName
{
NAME_None
};
class name
{
public:
name () : Index(0) {}
name (const char *text) { Index = FindName (text, false); }
name (const string &text) { Index = FindName (text.GetChars(), false); }
name (const char *text, bool noCreate) { Index = FindName (text, noCreate); }
name (const string &text, bool noCreate) { Index = FindName (text.GetChars(), noCreate); }
name (const name &other) { Index = other.Index; }
name (ENamedName index) { Index = index; }
// ~name () {} // Names can be added but never removed.
int GetIndex() const { return Index; }
operator int() const { return Index; }
const string &GetText() const { return NameArray[Index].Text; }
const char *GetChars() const { return NameArray[Index].Text.GetChars(); }
name &operator = (const char *text) { Index = FindName (text, false); return *this; }
name &operator = (const string &text) { Index = FindName (text.GetChars(), false); return *this; }
name &operator = (const name &other) { Index = other.Index; return *this; }
name &operator = (ENamedName index) { Index = index; return *this; }
int SetName (const char *text, bool noCreate) { return Index = FindName (text, false); }
int SetName (const string &text, bool noCreate) { return Index = FindName (text.GetChars(), false); }
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
bool IsValidName() const { return (unsigned int)Index < NameArray.Size(); }
// Note that the comparison operators compare the names' indices, not
// their text, so they cannot be used to do a lexicographical sort.
bool operator == (const name &other) const { return Index == other.Index; }
bool operator != (const name &other) const { return Index != other.Index; }
bool operator < (const name &other) const { return Index < other.Index; }
bool operator <= (const name &other) const { return Index <= other.Index; }
bool operator > (const name &other) const { return Index > other.Index; }
bool operator >= (const name &other) const { return Index >= other.Index; }
bool operator == (ENamedName index) const { return Index == index; }
bool operator != (ENamedName index) const { return Index != index; }
bool operator < (ENamedName index) const { return Index < index; }
bool operator <= (ENamedName index) const { return Index <= index; }
bool operator > (ENamedName index) const { return Index > index; }
bool operator >= (ENamedName index) const { return Index >= index; }
private:
int Index;
enum { HASH_SIZE = 256 };
struct MainName
{
MainName (int next);
MainName (const MainName &other) : Text(other.Text), NextHash(other.NextHash) {}
MainName () {}
string Text;
int NextHash;
void *operator new (size_t size, MainName *addr)
{
return addr;
}
void operator delete (void *, MainName *)
{
}
};
static TArray<MainName> NameArray;
static int Buckets[HASH_SIZE];
static int FindName (const char *text, bool noCreate);
static void InitBuckets ();
static bool Inited;
#ifndef __GNUC__
template<> friend bool NeedsDestructor<MainName> () { return true; }
template<> friend void CopyForTArray<MainName> (MainName &dst, MainName &src)
{
dst.NextHash = src.NextHash;
CopyForTArray (dst.Text, src.Text);
}
template<> friend void ConstructInTArray<MainName> (MainName *dst, const MainName &src)
{
new (dst) name::MainName(src);
}
template<> friend void ConstructEmptyInTArray<MainName> (MainName *dst)
{
new (dst) name::MainName;
}
#else
template<class MainName> friend inline bool NeedsDestructor ();
template<class MainName> friend inline void CopyForTArray (MainName &dst, MainName &src);
template<class MainName> friend inline void ConstructInTArray (MainName *dst, const MainName &src);
template<class MainName> friend inline void ConstructEmptyInTArray (MainName *dst);
#endif
};
#ifdef __GNUC__
template<> inline bool NeedsDestructor<name::MainName> () { return true; }
template<> inline void CopyForTArray<name::MainName> (name::MainName &dst, name::MainName &src)
{
dst.NextHash = src.NextHash;
CopyForTArray (dst.Text, src.Text);
}
template<> inline void ConstructInTArray<name::MainName> (name::MainName *dst, const name::MainName &src)
{
new (dst) name::MainName(src);
}
template<> inline void ConstructEmptyInTArray<name::MainName> (name::MainName *dst)
{
new (dst) name::MainName;
}
#endif
#endif